Page 8 of 10 FirstFirst ... 6 7 8 9 10 LastLast
Results 71 to 80 of 93
  1. #71
    Player
    Fensfield's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    677
    Character
    Forra Descren
    World
    Balmung
    Main Class
    Lancer Lv 70
    Oh well, if it's feedback we're throwing about, I'll say my bit and all..

    The battle animations - the actual, moving model swinging its weapon and so forth animations - are wonderful. Please, be very careful when doing stuff with them. Setting aside when you forcefully override one ability into another, they flow almost perfectly with little to no clear point where one animation-state ends and another begins. It would be horrible if we lost that.

    On spells, however? Well, in my opinion, the spell effects were rather nice.. there was something cool about the understated style, though I guess it's no bother if you feel like playing around with them. But if you ask me, what needs looking at are the animations on the casters themselves. Casters have one animation, basically (or is there a separate one for radicals? anyway, 2, tops) for casting magic. While that's all well and good it makes the casting process terribly boring, and I would suggest, if new caster animations are out, to add magic circles or something. They wouldn't have to be huge, flashy things under the casters, but a little something around the radical or wand maybe..

    Oh, and the 'magic missile'-type spells could really do with visible projectiles.

    Anyway, yeah, that's my thoughts. A tad irrelevant to the discussion though it may be, lest it not be said at all: Careful with the melee animations, you might break something that's already really nice. But the casting animations are a bit lackluster.
    (0)
    Last edited by Fensfield; 04-13-2011 at 02:04 AM. Reason: Typos.
    Roleplay Profile: http://ffxiv-roleplayers.com/showthread.php?tid=961&pid=15275#pid15275

  2. #72
    Player
    Neffie's Avatar
    Join Date
    Apr 2011
    Location
    Ul'dah
    Posts
    33
    Character
    Y'uske Tia
    World
    Tonberry
    Main Class
    Arcanist Lv 27
    Quote Originally Posted by Fensfield View Post
    Oh, and the 'magic missile' type spells could really do with visible projectiles.
    I second this, honestly when i was playing the alpha and i saw the spell "Shadow Dart", i honestly thought i'd see a little magic orb or something fly and hit the enemy....but really all it looks like is i'm waving my staff about and the enemy is having a fit while all these little numbers fall out of it.

    ^^;
    (0)

  3. #73
    Player
    Alcide's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    502
    Character
    Apathy Emerald
    World
    Ragnarok
    Main Class
    Arcanist Lv 70
    This is just a speculation, but I think the current DoM has got great potential for animations just thinking about how their AoE works. Personally I love the fact that you can toggle AoE on/off whenever you want for any spell, but I don't like the fact that the animation is always the same, it's both lame and it makes difficult to understand the range of the AoE.

    Now think about our DoM: we've got two different types of AoE, conal and circle (love this feature *-*).
    If they work toward a visible rapresentation of the AoE on the field instead of multiple spells on all of the mobs we could have, in exemple, a Fire AoE casted by a Conjurer that consist in the whole field of effect burning, and a Fire AoE casted by a Thaumaturge that is a wall of flames spreading from the mage.
    This would both be damn cool and help the players to understand the different AoE.
    (2)

  4. #74
    Player
    OJtheLIONKing's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    245
    Character
    Ojay Lionking
    World
    Hyperion
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by Alcide View Post
    This is just a speculation, but I think the current DoM has got great potential for animations just thinking about how their AoE works. Personally I love the fact that you can toggle AoE on/off whenever you want for any spell, but I don't like the fact that the animation is always the same, it's both lame and it makes difficult to understand the range of the AoE.

    Now think about our DoM: we've got two different types of AoE, conal and circle (love this feature *-*).
    If they work toward a visible rapresentation of the AoE on the field instead of multiple spells on all of the mobs we could have, in exemple, a Fire AoE casted by a Conjurer that consist in the whole field of effect burning, and a Fire AoE casted by a Thaumaturge that is a wall of flames spreading from the mage.
    This would both be damn cool and help the players to understand the different AoE.
    I think this is a quite good idea. The old animations aren't bad, per se, just a bit understated, but adding new ones for AoE will make the different types more distinctive. i'm thinking back to FF7 where the single target spell would look cool, but the multi-target spell looked like the world was ending (my sole motivation for playing a mage of any type). Especially Thunder3-All =D.

    Obviously it can't be that huge in an MMO, but this would be a good direction to go as far as new particle effects.
    (0)

  5. #75
    Community Rep Bayohne's Avatar
    Join Date
    Mar 2011
    Posts
    1,713
    Hey everyone! One of the lead designers, Hiroshi Takai, recently posted some further insight into the enhancement of battle effects and other advances going forward. Without further ado...

    Hello everyone! This is design lead Takai!

    As previously mentioned in the most recent Letter from the Producer, the development team is divided into a number of smaller teams that work together side-by-side on the overall scope of the game. While the effects team is one aspect of this, the work that was required to adjust the scale of battle effects was almost completely separate, made no impact on the work of other teams, and was something that we were able to complete single-handedly.

    We’re aware that players feel that the game screen is looking fairly somber at the moment when it comes to graphics and effects. We’ll do our best to quickly release elements that are able to contribute to addressing that very issue.

    This most recent battle effect size enhancement is similar to the case with the previous monster scale adjustments. Naturally we’re not done yet, and we’re currently making adjustments in conjunction with the battle team lead by Matsui. This collaboration is tied into various elements, as well as motion adjustments, related to the battle system and battle content and we’re moving steadily closer toward the releasing the first set of updates.

    I’m sure I’m going to frustrate some of you with the fact that I can’t give you the specifics about the content or the release schedule, but know that this doesn’t just apply to effects; we’re also taking care of things related to the all around graphics. Hang in there until Yoshi-P makes his announcement!

    Thanks!
    (55)

  6. #76
    Player
    Chezen's Avatar
    Join Date
    Mar 2011
    Posts
    710
    Character
    Chezen Lightbreak
    World
    Hyperion
    Main Class
    Gladiator Lv 50
    Thank you for doing what you can for now, dev team. I look forward to what you have in store.
    (2)


    Quote Originally Posted by Serio View Post
    Yoshi-P starts casting Sleepga IV on Yoshi-P.
    Yoshi-P is asleep.
    The Troll hits Yoshi-P for 9000 damage!
    Yoshi-P is no longer asleep!

  7. #77
    Player
    OMEGA_HACK's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    1,260
    Character
    Altrage A'uli
    World
    Zalera
    Main Class
    Lancer Lv 90
    Less copy/pasta environments mayhaps? That would be very welcome in the main travel paths.
    (4)

  8. #78
    Player

    Join Date
    Mar 2011
    Location
    Ul'Dah
    Posts
    243
    we’re also taking care of things related to the all around graphics. Hang in there until Yoshi-P makes his announcement!
    =) I wonder what this means for Eorzea!
    (0)
    I rip the axe from the head Covered in blood and brains Leave the body lying dead Ready to strike again
    My sword cuts through clothes and skin Like a hot knife cuts through snow I smile as the bastard screams When I twist my sword
    Sword in my hand Axe on my side Valhalla awaits me Soon I will die Bear skin on my back Wolf jaw on my head Valhalla awaits me When I'm dead

    Viking Job Please!

  9. #79
    Player

    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    118
    I'm really glad to hear more from the dev team. Helps me get more of a feel for them and all. Really am thinking that this game is going to shape up very nicely ^__^
    (2)

  10. #80
    Player
    Nakiamiie's Avatar
    Join Date
    Apr 2011
    Location
    Limsa Lominsa
    Posts
    1,556
    Character
    Maelina Sylfei
    World
    Hyperion
    Main Class
    Conjurer Lv 64
    Quote Originally Posted by Chezen View Post
    Thank you for doing what you can for now, dev team. I look forward to what you have in store.
    Idem, I feel the same!
    (0)
    LOL cash shop! SE's way to tell their player how they appreciate them... pull the carrot and empty your pockets $$$
    And to those who support it: you are kicking yourselves. -- We just need to sit back and laugh at people with cash shop items.
    (Marvelous economics IQ test!)

Page 8 of 10 FirstFirst ... 6 7 8 9 10 LastLast

Tags for this Thread